GAME INFORMATION
- GAME BUILD #: (101.102.46236.0 #111772 14119902).
- GAME PLATFORM: Steam
- OPERATING SYSTEM: Windows 11
ISSUE EXPERIENCED
If you manually queue farms, but place some of them out of the “building detection range” of the others, villagers will not go to them.
FREQUENCY OF ISSUE
- 100% of the time / matches I play (ALWAYS)
REPRODUCTION STEPS
Here’s the steps to reproduce the issue:
- Select a bunch of vils, say
n. - Queue farm construction using shift and manual placement (not the new click on mill / TC feature). Specifically, place
n - mof them in one location, e.g. around a TC, andmaround a faraway location, e.g. around a mill some ways off. - The vils will complete the farms they can detect, distributing themselves one to a farm as expected. However, when there are still
munbuilt farms andmbuilders who haven’t become farmers, they won’t complete the remainingmfarms that are out of foundation detection range.
EXPECTED RESULT
If I queue the building as an action, all actions in the queue should be completed.
Of course, I realize this is difficult to code for. Previous farm behaviour was that all vils would start building the first farm, drop off a farmer, and the remaining ones would build the second farm, etc. New farm behaviour is that all vils start building the first farm, but then they distribute themselves one to each farm and build and stay at their own. This is probably better, but it leads to “forgetting” the shift-queued farms.
My proposed solution: only use the new behaviour if the farms are placed with the new auto placement tool. Otherwise, carry out shift-queued actions as commanded. Of course, even better is if we could have both.
IMAGE
At 26:18 in this poorly played game, I shift-queue a bunch of farms. A few are in range and 3 are out of range. All vils go to build the first one. Then 3 vils become idle because they can’t see the 3 out of range.
GAME FILES (SAVE / RECORDING)
MP Replay v101.102.46236.0 @2024.05.01 222609 (6).aoe2record (3.4 MB)
